One Piece PHB for 5E

by ThreeSwordzoro

Search GM Binder Visit User Profile

One Piece Players Handbook for 5E

Table of Contents

Topic Page
Introduction 2
Races 3
Marksman 5
Brawler 11
Swordsman 17
Helmsmen 21
Thank you! 25
Devil Fruits 26
Weapons 41

Introduction

Everyone who enjoys a show, game, movie or really any content, often wishes to be able to go into their world- wondering what kind of character they'd be, or what powers they would have. This was extra true to us for the manga & show One Piece! Dungeons & Dragons is often a medium for people to live life as a hero, to escape a mundane reality. We wanted to expand that feeling by allowing you to escape into the GREAT PIRATE ERA. To make your own character in the One Piece world and experience the kind of story you've wanted for yourself in this exciting world. Will you be a goofy yet strong pirate like Luffy? Or will you seek out the devil fruits like Kaido? Maybe cracking down on unlawful pirates like Garp is what you're after? Use this as the foundation to seek your own glory!

MAY THE GREAT PIRATE ERA BEGIN!

Human

Language: Common

Traits

It’s hard to make generalizations about humans, but your human character has these traits.

  • Your ability scores each increase by 1.

  • Age. Humans reach adulthood in their late teens and live less than a century.

  • Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects.

Torino

Language: Torinian

Traits

  • Ability Score Increase. Your Constitution score increases by 2.

  • Age. Torino's mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

  • Size. Torino's stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Torino's Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage

World Noble

Language: Celestial

Traits

  • Ability Score Increase. Your Intelligence, Wisdom score increases by 2.

  • Celestial Training. You have proficiency with the Simple Pistols.

  • Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

  • Extra Language. You can speak, read, and write one extra language of your choice.

Fish-men

Language: Fish

Traits

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

  • Age. Fish-men mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

  • Size. Fish-men are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

  • Speed. Your base walking speed is 25 feet. Swimming speed is 50 ft.

  • Darkvision. Thanks to your Fish-men blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Menacing. You gain proficiency in the Intimidation skill.

  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

  • Languages. You can speak, read, and write Common and Fish.

Half-Giant

Language: Elbafian

Traits

  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

  • Age. Half-Giants have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

  • Size. Half-Giants are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

  • Speed. Your base walking speed is 30 feet.

  • Natural Athlete. You have proficiency in the Athletics skill.

  • Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.

  • Languages. You can speak, read, and write Common and Half-Giant.

Skypieans

Language: Nolan's Tongue

Traits

  • Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

  • Age Skypieans mature at the same rate humans do and reach adulthood around the age of 20.

  • Size Skypieans are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

  • Speed Your base walking speed is 30 feet.

  • Darkvision Thanks to your Skypiean blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

  • Skill Versatility You gain proficiency in two skills of your choice.

  • Languages You can speak, read, and write Common, Nolan's Tongue, and one extra language of your choice.

Mink Tribe

Language: Garchu

Traits

  • Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1
  • Age. Minks age the same as Humans reaching adulthood at 16. They live shorter lives though, around the age of 50.
  • Size. Minks are between 4 to 6 feet tall. Your size is medium.
  • Speed. Your base is walking speed is 35 feet.
  • Advantage on Dex. saving throws.
  • Minks Transform into Sulong during a Full Moon.
  • Languages. You can speak Garchu and Common.
  • Minks can speak with Beasts

Long Arm Tribe

Language: Common

Traits

  • Ability Score Increase Your Dexterity score increases by 2.

  • Age. Humans reach adulthood in their late teens and live less than a century.

  • Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

  • Speed. Your base walking speed is 25 feet.

  • Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

  • Mikey's Arms - Range is 10ft for all strikes

  • Languages. You can speak, read, and write Common Long Legged Sub-race: Increase movement to 35ft instead of range.

Lunarians

Language: Lunacy

Traits

  • Ability Score Increase Your Intelligence score increases by 1, and your Charisma score increases by 2.

  • Age Lunarians mature at the same rate as humans but live a few years longer.

  • Size Lunarians are about the same size and build as humans. Your size is Medium.

  • Speed Your base walking speed is 30 feet.

  • Hellish Resistance You have resistance to fire damage.

  • Languages You can speak, read, and write Common and Infernal.

  • Darkvision Read above, I'm out of room. Sorry.

Marksman Class

Class Name
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Favored Enemy, SharpShooter
2nd +2 Observation Haki, Marksman
3rd +2 Lethal Weapon 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Keen Eye 4 3 2
6th +3 Spirit of Laboon 4 3 3
7th +3 Marksman Archetype Improvement 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 Observant 4 3 3 3 2
11th +4 Marksman Achetype Improvement 4 3 3 3 2
12th +4 Ability Score Improvement 4 3 3 3 3
13th +5 4 3 3 3 3 1
14th +5 HindSight 4 3 3 3 3 1 1
15th +5 Marksman Archetype Improvement 4 3 3 3 3 1 1 1

Class Features

As a Marksman, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Marksman level
  • Hit Points at 1st Level: 6 + your Constitution Modifier
  • Hit Points at Higher Levels: 1D6 (or 5) + your Constitution Modifier

Proficiencies


  • Armor: light armor
  • Weapons: Ranged Weapons, Simple Weapons
  • Tools: Ammo Pouch, Flintlock Repair Kit

  • Saving Throws: Dexterity, Wisdom
  • Skills: Pick 2: Insight, Perception, Athletics, Survival, Acrobatics, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Flintlock Pistol or (b) Slingshot
  • Leather Armor
  • Simple Weapon
  • (a) Ammo Pouch or (b) Flintlock repair kit

Favored Enemy

Beginning at 1st level

With your significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

SharpShooter

Beginning at 1st level

Acquire the training necessary to effectively arm yourself for battle. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the melee property. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Marksman

Beginning at 2nd Level

Gain a +2 bonus to attack rolls you make with ranged weapons.

Lethal Weapon

Beginning at level 3,

Chose your weapon archetype of choice (a) SogeKing or (b) Capone. See Page 7 and 8

Ability Score Improvement

When you reach 4th level

Again at 8th, 12th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, Or choose a Feat. As normal, you can’t increase an ability score above 20 using this feature.

Keen Eye

Beginning at 5th Level

Become proficient with Observation Haki, When you reach 5th level double the range of all ranged attacks

Spirit of Laboon

Beginning at 6th level

Proficiencies with ranged weapons gives you mastery of fishing. 2 hours of fishing will provide you and your party with 3 days of rations. Advantage against fish-like creatures (excluding fishermen)

Observant

Beginning at 10th level

Mastery of observation haki allows you to take zero damage from spell's that would require half damage on a successful dexterity saving throw

Hindsight

Beginning at 14th level

Perfection of Observation Haki allows you to impose disadvantage on a creature attacking you

Marksman Archetype: SogeKing

Oh, the wind carries my name... From Sniper Island far away... When I take aim, it is straight and true... Lu lu la la lu... Whether you're a man or a mouse... Lock on! I will put your heart in my sights... LOCK ON! No one knows what secrets hide... Behind this mask and my cape... Lu lu lu lu lu la la! There is no escape! (Sniper King sniper pa pa) Sniper King aims true!

Special Stars!

At 3rd level gain the Ability to use/craft unique ammunition allowing the use of Special Stars! See the Starombs page for different types of ammuntion. Based on Spell save DC of Wis.: 8 + Prof. bonus + Wis. Mod. refer to spell slots for amount of uses.

Slingshot Proficiency

At 3rd level you may craft a Slingshot capable of firing Special Stars! (Spell casting focus)

Tinkerer's Ammo Pouch

The Mastery of the Ammo Pouch has allowed you to craft Special Stars! Each time you gain a Marksman level, you can add two Special Stars! of your choice to your Ammo Pouch for free

Muntions Expert

You have learned to craft some of your ammuntion. Once per day when you finish a short rest, you can choose expended ammo slots to recover. The ammo slots can have a combined level that is equal to or less than half your Marksman level (rounded up), and none of the slots can be 6th level or higher.

SogeKing's Call-o-War

At 7th level gain one of the following feats.

(a) Escape the Horde Opportunity attacks against you are made with disadvantage.

(b) Volley You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. (Can't use starbomb! attacks)

There is No Escape!

at 11th level Your unequivocal prowess with your Slingshot has made enemies easy targets! Add +2 to your spell save DC

SogeKings Bluff

at 14th Level Is it real? Do they really have a 10-tonne hammer? Make a melee attack and on a successful hit the target must make a wisdom check against your spell save DC on a fail they are immediately knocked unconscious

Marksman ArcheType: Capone

Destiny... fate... dreams... These unstoppable ideals are held deep in the heart of man. As long as there are people who seek freedom in this life, these things will not vanish from the earth.

Trickshots

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.

You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Heavy Ranged Weapon Proficiency

Starting at 3rd level gain proficiency with heavy ranged weapons allowing the use of muskets, blunderbusses, harpoons, ect.

Medium Armor Proficiency

Prowess with slipping in and out of combat grants you proficiency with medium armor

Akimbo

Starting at 5th level Mastery of firearms has allowed you to fire with lighting speed you now can shoot twice as a action, you also are able to get an additional reload action on your bonus turn.

Lucky Speed

Starting at 7th level Learning the flow of combat you gained the ability to Uncanny dodge

Yasopp's Conviction

Starting at 11th level choose one of the following Feats

(a) Volley or (b) Whirlwind Attack

Lucky Roux

Starting at 15th level Auto hit from a ranged weapon once per long rest.

"When you Wield a pistol you are risking your life. this isn't a toy"

Marksmen Trickshots: Capone Archetype

Trick Shots

These trick shots are presented in alphabetical order.

  • Bullying Shot

You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

  • Dazing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

  • Deadeye Shot

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

  • Disarming Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Grit

You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time deal a killing blow with a firearm to a creature of significant threat. You regain all expended grit points after a long rest.

  • Forceful Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

  • Piercing Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

  • Violent Shot

When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

  • Winging Shot

When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Marksmen Special Stars: SogeKing Archetypee

1st Level
  • Create or Destroy Water
  • Fog Cloud
  • Thorn Whip
  • Poison Spray
  • Entangle
  • Faerie Fire
  • Jump
2nd Level
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Spike Growth
  • Moonbeam
  • Pass without Trace
3rd Level
  • Melfs Acid Arrow
  • Daylight
  • Feign Death
  • Plant Growth
  • Sleet Storm
  • Speak with Plants
  • Wind Wall
4th Level
  • Call Lightning
  • Giant Insects
  • Blight
  • Hallucinatory Terrain
  • Freedom of Movement
  • Ice Storm
  • Fire Wall
5th Level
  • Awaken
  • Commune With Nature
  • Insect Plague
  • Tree Stride
  • Reincarnate
  • Contagion
6th Level
  • SunBeam
  • Wall of Thorns
  • Move Earth
  • Transport Via Plants
7th Level
  • Fire Storm
  • Mirage Arcane
  • Delayed Fire Ball
8th Level
  • EarthQuake
  • SunBurst
  • Animal Shapes
  • Tsunami
  • Incendiary Cloud

Brawler

Class Name
Level Proficiency Bonus Features
1st +2 Unarmed Fighter, Second Wind
2nd +2 Action Surge, Athlete
3rd +2 Masters Path
4th +2 Ability Score Improvement
5th +3 Way of the Fist
6th +3 Way of the Leg
7th +3 Masters Improvement
8th +3 Ability Score Improvement
9th +4
10th +4 Path of Colors
11th +4 Masters Improvement
12th +4 Ability Score Improvement
13th +5
14th +5 Path of Colors
15th +5 Masters Improvment

Class Features

As a class_name, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Brawler Level
  • Hit Points at 1st Level: 10 + Con Modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: Medium Armor, Light Armor
  • Weapons: None
  • Tools: Tinkers Tools, Brewers Supplies

  • Saving Throws: Strength, Dexterity
  • Skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Hide Armor
  • Dungeoneer's Pack
  • Flintlock Pistol
  • Tinkers Tools

Unarmed Fighting

Beginning at 1st level

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

Beginning at 1st level

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Beginning at 2nd level

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Athlete

Beginning at 2nd Level

You have undergone extensive physical training to gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Masters Path

Beginning at level 3,

Chose your Masters archetype of choice (a) BlackLeg or (b) Red Hawk. See Page 13 and 15

Ability Score Improvement

When you reach 4th level

Again at 8th, 12th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, Or choose a Feat. As normal, you can’t increase an ability score above 20 using this feature.

Way of the Fist

Beginning at 5th Level

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Way of the Leg

Beginning at 6th level

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Path of Colors

Beginning at 10th level

See your Masters Path

Path of Colors

Beginning at 14th level

See your Masters Path

Masters Calling: BlackLeg

Messing with a cook of the sea is a good way to get yourself killed.....Remember that well!

Unarmored Defense!

At 3rd level while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

BlackLegs Agility

At 3rd level your practice of martial arts gives you mastery of combat styles that use unarmed strikes, You gain the following benefits while you are unarmed.

  • You can use Dexterity instead of Strength for the attack and damage rolls
  • When you use the Attack action with an unarmed strike you can make one unarmed strike as a bonus action
  • In exchange for Unarmored Fighting you follow the Jambe Table.

Diabla Jambe

At 3rd Level The fire inside of you has begun to be harnessed. See the Jambe page for the shit ya silly fuck

Air Stall

At 4th level you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Brawler Level

Battle Wits

At 5th level Training has allowed you to become proficient with Observation Haki, Gain an Extra Attack

Air Walk!

At 7th Level you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Observant

At 10th Level Mastery of observation haki allows you to take zero damage from spell's that would require half damage on a successful dexterity saving throw and half on a fail

Moon Walk!

One day i got cornered.....so I ran......and I ran....and I ended up........FLYING!

At 14th Level Gain the ability to fly, you can walk on air giving you 60 feet of movement seperate from your orginal ground speed.

Hindsight

At 15th Level Perfection of Observation Haki allows you to impose disadvantage on a creature attacking you

Black Leg Jambe's

At 3rd Level Gain the Ability to use Jambe's look at the table for the amount of Jambe's you can use. Gain Jambe's back after a short rest or at least 30 mins of meditation.

Jambe save DC = 8 + your proficiency bonus + your Wisdom modifier

Gain the following abilities at 3rd Level

  • Flurry of Blows - Immediately after you take the Attack action on your turn, you can spend 1 Jambe point to make two unarmed strikes as a bonus action.

  • Patient Defense - You can spend 1 Jambe point to take the Dodge action as a bonus action on your turn.

  • Step of the Wind - You can spend 1 Jambe point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Devil's Spices

Gain the following Abilities at 5th level

  • Focused Aim- When you miss with an attack roll, you can spend 1 to 3 Jambe points to increase your attack roll by 2 for each of these Jambe points you spend, potentially turning the miss into a hit.
  • Redirect Attack - When a creature misses you with a melee attack roll, you can spend 1 Jambe point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.
  • Diable Jambe: Spectre - gain the ability to channel your Jambe into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Jambe points to cast the Diable Jambe: Spectre (burning hands) as a bonus action.
  • Stunning Strike - When you hit another creature with a melee weapon attack, you can spend 1 Jambe point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

BlackLeg

Gain the following Abilites At 10th Level

  • Flambage Shot - You can spend 4 ki points to cast fireball.
  • Joue Shoot - You in case your limb in fire spend a Jambe point after a melee attack and increase your damage dice to a D10

Soba Mask

Gain the following Abilities At 15th Level

  • Concasse - The ultimate move of Fiery Passion, move the total Moon walk speed and come crashing down in a whirlwind kick causing a fiery explosion. Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 Fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this move costs 8 Jambe
  • Hells Memories - Spend 4 Jambes to in case your limbs in fire giving your melee damage a base of D10 for 10 whole mintues
BlackLeg Jambe's
Level Jambes BlackLeg Dam
3rd 3 D4
4th 4 D4
5th 5 D6
6th 6 D6
7th 7 D6
8th 8 D6
9th 9 D6
10th 10 D6
11th 11 D8
12th 12 D8
13th 13 D8
14th 14 D8
15th 15 D8

Masters Calling:Red Hawk

"I love heroes, but I don’t want to be one. Do you even know what a hero is!? For example, you have some meat. Pirates will feast on the meat, but the hero will distribute it among the people! I want to eat meat!"

Tough

At 3rd level Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Superior Presence

At 3rd Level When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 10th, 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Intense Pressure

At 5th Level If you score a crit add a damage dice

Color of Arms

At 5th level If you fail a saving throw, reroll it

Battle Witts

At 5th level Training has allowed you to become proficient with Arnament, Gain an Extra Attack

Will of Fire

At 7th level Once per Long rest embody your will.

Gain the following Abilities

  • You have advantage on Strength checks and Strength saving throws.
  • Gain advantage on Melee attacks

It lasts 10 mins, gain a point of exhaustion

Kings Punch

At 7th Level Crit dice are 19 to 20

Ryuo

At 10th Level Mastery of Arnament allows you to gain the ability to hit and grapple devil fruit users

Thunder Bagua

At 11th Level Crit dice are 18-20

Arnament Perfection!

Starting at 14th level in case your punches in the color of arms bringing your unarmed attacks up to a D12

Red Hawk!

I'll end this with this one......I'll Never........Let Someone die again.......RED HAWK!

starting at 15th Level Punch them into nothing. A creature targeted by this punch must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 20 fire damage. The target is disintegrated if this damage leaves it with 0 hit points.

Maneuvers of the Hawk

Commander’s Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike When you hit a creature with a melee attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack When you hit a creature with a melee attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack When you make a melee attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Swordsman

Class Name
Level Proficiency Bonus Features
1st +2 Mind of the Sword
2nd +2 Dual Threat, Meditation
3rd +2 Art of War, Inner Eye
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Infused Armament
7th +3 Art of War Improvement
8th +3 Ability Score Improvement
9th +4
10th +4 Infused Armament
11th +4 Art of War Improvement
12th +4 Ability Score Improvement
13th +5
14th +5 Art of War Improvement
15th +5 Infused Armament

Class Features

As a Swordsman, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Swordsman level
  • Hit Points at 1st Level: 8 + Con Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Swordsman level after 1st

Proficiencies


  • Armor: Heavy Armor, Medium Armor, Light Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: (a) Mason Tools, or (b) Ammo Pouch

  • Saving Throws: Dexterity, Constitution, Strength
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather or (b) Hide
  • (a) 3 Martial weapons or (b) Martial Weapon & a FlintLock Pistol
  • Explorer's pack
  • (a) Masonary Tools or (b) Flintlock Repair Kit

Mind of The Sword - Danger Sense

Beginning at 1st level

Gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Dual Threat

Beginning at 1st level

You can make a attack on your bonus action adding your modifiers

Meditation

Beginning at 2nd level

Meditate for 4 hours instead of sleeping for 8 to accomplish a long rest

Inner Eye

Beginning at 3rd level

Once per long rest, if you roll a saving throw. reroll it and you must use the reroll.

Art of War

Beginning at 3rd level,

Chose your Masters archetype of choice (a) Black Blade or (b) Gun Blade. See Page 19 and 20

Ability Score Improvement

Beginning at 4th level

Again at 8th, 12th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, Or choose a Feat. As normal, you can’t increase an ability score above 20 using this feature.

Infused Armament

Beginning at 6th Level

Infuse a single weapon of choice with armament Haki. Nullifies devil fruit user abilities.

Strong boi

Beginning at 6th Level

Add your Proficiency Bonus to every saving throw

Infused Armament

Beginning at 10th level

Infuse TWO weapons with armament Haki

Infused Armament

Beginning at 15th level

Get out there and crit people to the max dog. All crits with a infused weapon will be doubled after rolling for damage. OR Reroll the crit 20 and if you land another 20 insta kill a person with 200 or less HP. Be gruesome my friend.

Art of War: Black Blade

Is it your courage or your ignorance that causes you to raise a sword against me?

Tough

Beginning at 3rd level Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Soul of the Sword

Beginning at 3rd level Performing a 24 hour ritual, infuse one weapon of your choice with the soul of it's wielder. You can amplify its effect to gain the following effects. It lasts one hour, gain one point of exhaustion. Pick the color of your soul below.( Once chosen you will never be able to change)

  • Soul of the Demon - 1d10 Fire damage

  • Soul of the Reaper - 1d6 Cold Damage, half targets movement speed

  • Soul of the Oni - 1d8 Thunder damage, knock back target 10 feet. (Con. save)

  • Soul of the Lich - 1d8 Necrotic damage, reduce HP max by half damage done.

  • Soul of the Succubus - 1d6 Psychic damage, target has disadvantage on next attack roll (Wis. Save)

Duel Wield

Beginning at 3rd level You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.

You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Soul Burst

Beginning at 5th level The Master becomes attuned with their infused weapon, but at a price. (Take a d10 of damage after a successful hit) Based on your soul of choice, gain the ability to deal additional damage.

  • Soul of the Demon - The next time you hit a creature with a melee weapon attack, your weapon flares with white-hot intensity, and deals an extra 1d10 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, they extinguish.
  • Soul of the Reaper The next time you hit a creature with a weapon attack, the weapon gleams with ice crystals as you strike. The attack deals an extra 2d6 cold damage to the target, which brings the targets movement to 5 feet.
  • Soul of the Oni - The first time you hit with a melee weapon attack, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Soul Burst (Cont.)

  • Soul of the Lich - The next time you hit a creature with a melee attack, your weapon corrupts their soul. the attack does 1d8 necrotic damage. They must make a constitution saving throw, on a failed save, the corruption eats at their soul causing a 1d8 of necrotic damage. Must make a con. save at the start of each of their turn. In addition their max HP is reduced by the damage done by the lasting effect
  • Soul of the Succubus - The next time you hit a creature with a melee weapon attack, your weapon pierces both body and mind, and the attack deals an extra 2d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it is frightened for their next turn, or until shaken by a friendly creature.

Devils Deal

Beginning at 7th level Gain the ability to infuse a 2nd weapon with your soul.

Black Zone

Beginning at 10th level as a bonus enact a zone of defense in a 10 diameter around your person. If a creature enters your zone make melee weapon attack against them regardless of range.

Crewmates Determination

"WHAT THE HELL HAPPENED HERE!"
"What happened here? Nothing at all..."

Beginning at 12th Level Subtract your proficiency bonus from your retaliation damage.

Black Soul Blade

Beginning at 14th level

Double all Soul burst dice and take 1d20 of retaliation

Art of War: Gun Blade

"You can pour drinks on me. You can throw food at me. You can even spit on me. I'll just laugh that stuff off. But...good reason or not...nobody hurts a friend of mine!"

Full Assault

Beginning at 3rd level become a demon on the battle field! Gain the ability to bonus action attack with a melee weapon or a ranged weapon with the light property.

Hunter’s Prey

Beginning at 3rd level you gain one of the following features of your choice.

  • Colossus Slayer - Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

  • Giant Killer - When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

  • Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Bully Bullets

Beginning at 3rd level gain the ability to craft unique ammo by storing your essence into them. You can craft 2 bullets starting at 3rd level and gain an additional bullet at 5th, 7th, 9th. The type of ammunition is listed below.

  • Venomous Bite Imbued with venom from a Tiger Fish. Upon a successful hit, the target is poisoned. At the start of each of their turns, they must make a Con. save if they fail they take 2d6 of acid damage. on a success they are still poisoned for 1 min or until given an antidote (which you can craft) Craft time: 4 hours

  • Explosive Shot You guessed. It explodes. Upon a successful hit (or a miss, hope it was aimed well) the bullet explodes. All creatures within a 10 foot range must make Dex saving throw, on a fail they take 2d8 damage. On a success take half as much. Craft time: 8 hours

  • Drill Point Shaped to a drill point (WOW) this bullet flys at increased velocity. Deal an extra damage dice of the weapon that fired this bullet. Upon a hit the creature must make a Str. saving throw or be disarmed. Craft time: 1 hour

  • Healing Syringe Congrats Alexander Wood, you made the first hypodermic needle. Gain the ability to shoot healing syringes (or fill them with random stuff) upon a hit heal a creature 1d12. Craft time: 8 hours

Big Iron

Beginning at 5th level Gain the ability to shoot a musket. Also can shoot one handed at half range without modifiers.

Testudo

Beginning at 7th level When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by any creature for the rest of the turn.

Ebb and Flow

Beginning at 9th level When a creature makes a attack against you and misses, use your reaction to misdirect their attack into another creature besides itself within range.

Apex Hunter

Beginning at 9th level Choose another Hunters prey feature.

Gun Blade

Beginning at 11th level Mastery of ammo crafting as unlocked the secrets of your essence. Gain the ability to craft a Gun blade. Pick the 2 of the following abilities. 1 use of the Gun blade per short rest until 13th, 15th.

  • Vipers Fang Slash out in a 10 feet wave of toxins. Any creature in this wave takes 4d6 of acid damage and is covered in venomous sludge. Any creature covered in this sludge must make a Con. save (DC 13) or be racked with pain and fall incapacitated until their next turn. (Repeat saves every turn)

  • Lion Swipe Slash out a localized ball of fire (R/30ft). A creature hit by this ball is engulfed by a fiery lion. The creature takes 4d8 of fire damage and is restrained by the Lion. Must make a Str. saving throw (DC 16) at the start of their turn or be restrained. (Repeat saves every turn)

  • Tempest Stampede Slash out a whirlwind of blows in a 30ft wave. A creature caught in this wave is pelted by slashes of wind taking 6d6 of force damage. Must make a Dex. saving throw (DC 16) or be blasted back 20 feet.

Dig Deep

Starting at 13th level If you expended all uses of Gun Blade, when you roll for initiative gain +1 back.

World Splitter

Beginning at 15th level Channel every bit of your life energy for this ultimate move. (Must have 100 health remaining) Imbue yourself into this slash with your Gun Blade and deal 4d100 of Damage to a single creature upon a successful hit. Reduce to 0 HP after attempting this move.

Helmsmen

Class Name
Level Proficiency Bonus Features
1st +2 Stowaways Education
2nd +2 Mark Under the Roger, Going Merry
3rd +2 Heart of the Pirate, Tool Expertise
4th +2 Ability Score Improvement
5th +3 Heart of the Pirate Improvement
6th +3 Conquerers Haki, Master Shipwright
7th +3 Heart of the Pirate Improvement
8th +3 Ability Score Improvement
9th +4
10th +4 Conquerers Haki
11th +4 Heart of the Pirate Improvement
12th +4 Ability Score Improvement
13th +5
14th +5 Heart of the Pirate Improvement
15th +5 Conquerers Haki

Class Features

As a Helmsmen, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Helmsmen level
  • Hit Points at 1st Level: 10 + Con Modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Helmsmen level after 1st

Proficiencies


  • Armor: Heavy Armor, Medium Armor, Light Armor
  • Weapons: Simple Weapons, Martial Weapons, Ranged Weapons
  • Tools: Mason Tools and Carpenters Tools

  • Saving Throws: Charisma, Strength, Dexterity, Wisdom
  • Skills: Choose three skills from Insight, Medicine, Persuasion, Religion, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather or (b) Hide
  • (a) 2 Martial weapons or (b) Martial Weapon & a FlintLock Pistol
  • Explorer's pack
  • (a) Masonary Tools or (b) Carpenters Tools

Stowaways Education

Beginning at 1st level

you learn two languages of your choice. You also become proficient in your choice of two of the following skills: History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Mark Under the Roger

Beginning at 2nd level

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a branding bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Going Merry

Beginning at 2nd level

Man or child, strong or weak, none of those matter once you are out at sea.

You command the ship to follow your every whim, you take no movement penalty for riding against the wind. shorten all long travel (3 day or more) by one day. Increase ship movement by 100 feet. No disadvantage on difficult terrain.

Heart of the Pirate

Beginning at 3rd level,

Chose your Heart of the Pirate of choice (a) Captain's Orders or (b) Helpful Monster. See Page 23 and 24

Tool Expertise

Starting at 3rd level

your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Ability Score Improvement

Beginning at 4th level

Again at 8th, 12th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, Or choose a Feat. As normal, you can’t increase an ability score above 20 using this feature.

Conquerers Haki

Beginning at 6th Level

Choose 2 creatures in a 30 foot range with a CR of 1/2. They make a wisdom saving throw based off your Save DC (8 + Prof.+ Wis Mod) or fall asleep.

Master Shipwright

SUPPPPPPPPPPEEEEEEEERRRRRRRR

Beginning at 6th Level

Patch holes or damage in a jiffy. Reduce any repair time made to a ship while in combat by 2 actions.

Conquerers Haki

Beginning at 10th level

Choose 5 creatures with a CR of 1/2 or 1 creature of CR 2 and ya know, same as before.

Conquerers Haki

Beginning at 15th level

Chose 10 creatures of CR 1 and kill them if they fail a Wis saving throw of 10. or Choose 1 creature to obliterate their mind, DM decides Challenge rating based off creature CR or Story relevance or if they're just plain mean. You decide based off facial expressions. best of luck.

Heart of the Pirate: Captains Order

"Inherited Will, The Destiny of the Age, and The Dreams of the People. As long as people continue to pursue the meaning of Freedom, these things will never cease to be!"

Inspiring Action

At 3rd level use your action to give an order to someone of equal/lower level than you, that is a friendly NPC. when you does so, that creature can either make one attack action or move half their movement.

Tactician's Eye

At 3rd Level Use your reaction to make one friendly PC make an attack action, if they're willing

Crafty Dueler

At 3rd Level while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Speech Craft

At 5th level you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any non-player character

Beast Master

At 6th level Double Proficiencies with Animal handling.

Lead by Example

At 7th level Using your action, choose a friendly NPC or PC within 30 ft and use on of their abilities as your own. (Devil Fruits, or Special Physical attacks can't be mimicked)

Battle Cry!

At 9th Level inspire zealotry in others. As a bonus action, you unleash a battle cry infused with righteous energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Master of All

At 11th Level One animal that accepts your friendship can be tagged with a rite of summon. Takes 24 hours to tag a willing creature. Summon an animal companion, they take a turn right after yours. They disappear upon death. If you don't use a bonus action to command them they take the dodge action.

Captains Order!

At 13th Level Use your action to give an order to someone of equal/lower level than you, that is a friendly PC. when you does so, that creature can either make one action or move half their movement without invoking attacks of opportunity.

Mutiny!

Starting at 15th level Choose up to 10 level 3 or lower enemy creatures, convince them to abandon their ambitions to follow yours. They must make a Charisma saving throw (DC 10) or become friendly NPC's. Make a Convincing speech for additional benefits.

Heart of the Pirate: Helpful Monster

"I'm gonna try even harder and be helpful to everyone!"

Healing Potions

Gain the Ability to craft unique potions, unique exposure to these potions as altered your DNA to be able to use them to their full potential.

I Won't Let My Friends Die!

At 3rd level you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a potion to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, For you, it has a range of 30 feet, and you can cast it as a bonus action.

Adept Field Medic

At 3rd level your healing potions are more effective. Whenever you restore hit points to a creature, the creature regains additional hit points equal to 2 + your level.

Healing Glow

At 3rd Level As an action, drink a healing glow potion you can restore a number of hit points equal to five times your Helmsmen level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Lay on Palms

At 4th level with the blessed touch potion you can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Helmsmen level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Plaque Doctor

At 5th level Gain the ability to craft poisons and a Poison pouch, must take 4 hours to craft a basic poison vial. 8 hours for Advanced poisons. 4 hours to craft Anti-toxin. Your Poison pouch can hold 3 vials of Poison or Anti-toxin.

  • Basic Poison You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
  • Advanced Poison Apply the same effects as basic poison but 1d8.
  • Anti-Toxin cure posion condition.

Apothecary of the Monster!

At 7th Level Exposure to different chemicals from brewing potions and Poisons has altered your DNA allowing you take unique potions

  • Bite Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

  • Claws Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

  • Tail You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Acid Weaver

At 10th Level Gain the ability to craft acid vials. Toss them at an enemy or a construct to cause serious damage. 2d12 damage upon hit and 1d12 damage per turn for 1 minute.

It's Alive!

At 14th Level Mastery of the Monsters Apothecary has allowed you to make an ultimate potion. Choose a creature you'd like to be the Monster of your apothecary and ask the DM if they would allow it.

Lazarus's Touch

At 15th Level Cure anything even death. Restore one creature to full health regardless of any aliment effecting them or even if they died. you can use this ability once ever.

Thank you!

Special Thanks to the creators of "Devil Fruit Compendium" "The Age of Flintlocks" for the source documents to enhance our idea of a complete "One Piece Players Handbook for 5e"
Special Thanks to Eiichiro Oda for the amazing world that we were able to build upon.
Special Thanks to bodskih for the beautiful art work find them at DeviantArt
Special Thanks to Mikey, Kyle, Mijo, Max, Gage and Benjamin. Without you guys there'd be no reason to make this.

MAY THE GREAT PIRATE AREA BEGIN!

Devil Fruit Compendium

Devil Fruits

Devil Fruits are strange, magical fruits that, when consumed, give the user some incredible and unique power at the cost of becoming an hammer when submerged in water. Although Devil Fruits can be incredibly powerful, they are also incredibly rare. Once eaten, the results are irreversible. The user gains all traits of the Devil Fruit and immediately identify it. Additionally, anyone who eats a fruit cannot swim and will drown in waist high water after a number of rounds equal to its Constitution modifier. When drowning, a creature suffers 10 points of damage each round.

Random Devil Fruit

Roll a d20 to determine the type of Devil Fruit.

d20 Devil Fruit Type
1-15 Paramecia
15-18 Zoan
19-20 Logia

Paramecia Devil Fruits

Paramecia fruits are the most common type of Devil Fruit in the world. They cause some physical change to a user's body. Paramecia users gain a special new power that they can use in any way they find suitable, within reason.

Roll a d20 and refer to the following table to determine a random Paramecia fruit.

d20 Paramecia Devil Fruit
1 Chop-Chop Fruit
2 Gum-Gum Fruit
3 Smooth-Smooth Fruit
4 Kilo-Kilo Fruit
5 Bomb-Bomb Fruit
6 Flower-Flower Fruit
7 Clone-Clone Fruit
8 Dice-Dice Fruit
9 Bubble-Bubble Fruit
10 Wheel-Wheel Fruit
11 Revive-Revive Fruit
12 Love-Love Fruit
13 Float-Float Fruit
14 Venom-Venom Fruit
15 Glare-Glare Fruit
16 Tremor-Tremor Fruit
17 Heal-Heal Fruit
18 Barrier-Barrier Fruit
19 Arms-Arms Fruit
20 Puff-Puff Fruit

Chop-Chop Fruit

You gain the ability to split your body into pieces!

Passive: You gain resistance to slashing damage.

Active. You may separate your limbs and move them independently of your main body. The body parts have a flying speed equal to your normal movement speed. At least a part of your body needs to remain in contact with the ground. All the other parts can move in a 30 foot radius around that point on the ground.

Gum-Gum Fruit

Your Body is made of rubber!

Passive. You gain the following benefits.

  • Resistance to bludgeoning and thunder damage.
  • Immunity to lightning damage.
  • 15 ft. reach for melee weapon attacks. ( Not attacks of opportunity)
  • Your unarmed strikes deal double damage at 15 ft.

Active. You gain the following combat options.

  • Second Gear: (Action) By pumping blood in your veins at high pressure, at third level you gain the effects of the Haste spell and the Jet Pistol, a ranged unarmed strike that deals (3d8+Str) thunder damage with a 30ft. range.
    After 1 minute the effects end, and you suffer 1 point of exhaustion.
  • Third Gear: (Action) At 10th level, You inflate yourself to unleash a giant attack with a 30ft. reach. Your unarmed damage is increased by 2 sizes.(3D12) After the inflation you are subjected to the Reduce spell for 1 minute, but your damage is decreased by 1 size and you can't use gum-gum powers.
  • Gum-Gum Gatling: (Action, Recharge 5 turns) You stretch your arms to unleash a series of attacks in a 15 ft. cone. Each creature in that line must make a Dexterity saving throw, taking 6 times your normal unarmed strikes damage on a failed save, or half as much damage on a successful one.
  • Gum-Gum Rifle: (Action, Recharge 5 turns) You make a powerful melee attack that deals double the normal damage, with an extended reach of 30m.

Gum-Gum Save DC = 8 + your proficiency bonus + your Strength/Dexterity modifier

Smooth-Smooth Fruit

Your skin is super slippery!

Passive. You gain the following benefits.

  • Double walking speed when skating with your bare feet.
  • Your AC is 16 + your Dexterity modifier when you are not wearing any armor.

Kilo-Kilo Fruit

You can increase and decrease your weight at will!

Passive. You gain the following benefits.

  • Advantage on saving throws against being moved.
  • Immunity to falling damage.

Active. You gain the following combat options.

  • Human Boulder: When falling, you can increase your weight to deal 1d8 per 10ft. (max 10d8) bludgeoning damage on each creature in a 3m radius around the landing point. A creature can make a Dexterity saving throw to halve the damage.
  • Crush: You can crush Restrained creatures with your weight, dealing (1d8+Con) bludgeoning damage each round.

Kilo-Kilo Save DC = 8 + your proficiency bonus + your Constitution modifier

Bomb-Bomb Fruit

You have become a bomb man!

Passive. You gain the following benefits.

  • Resistance to fire and thunder damage caused by explosions.
  • Your unarmed strikes deal an additional (2D10+Con) explosive damage (half fire and half thunder) to each creature in a 3m radius around the target.

Active. You gain the following combat options.

  • Explosive Snot: (Action) You can make a ranged weapon attack, range 30ft., that deals (3d6+Con) explosive damage. Each creature within 10ft. radius of the target must succeed on a Dexterity saving throw or suffer half as much damage.
  • Full Body Explosion: (Action, once per short rest) You unleash a powerful explosion in a 30ft. radius around you. Each creature in that area must make a Dexterity saving throw. A Creature suffers (10d6+Con) explosive damage on a failed save, or half as much damage on a successful one.

Bomb-Bomb Save DC = 8 + your proficiency bonus + your Constitution modifier

Flower-Flower Fruit

You can sprout body parts (limbs) on any surface!

Passive. You gain the following benefits.

  • Advantage on Athletics checks.
  • 30ft reach for grapple and unarmed strikes.

Active. You gain the following combat options.

  • Gigantesco Mano: (Action Recharge 6 turns) You create a giant limb out of many small ones to crush a target within reach. This unarmed attack deals (4d8+Str).
  • Mil Fleur: (Action, Recharge 6 turns) You can make one unarmed strike, or Athletics (Grapple) check, against each hostile creature within reach.
  • Wing Fleur: (Action, Recharge 6 turns) You create wings out of your limbs, gaining 30ft. flying speed for 1 round.
  • Various Fleur: You can creatively use your powers in many different ways. For example you can create nets, ropes, difficult terrains and shields with your limbs, but keep in mind that, when shielding using your limbs as a reaction, you all suffer the same amount of damage.

Clone-Clone Fruit

You can assume the appearance of other people!

Active. (Action) You can change your look to match anyone you have touched with your hand in the past. You can change into any humanoid creature of the same size (+/-1), assuming also their voice and physical characteristics, but not their supernatural powers (magical abilities, devil fruit powers, etc).

Dice-Dice Fruit

You can turn your body into razor sharp blades!

Passive. You gain the following benefits.

  • You can transform your limbs into swords! At 1st level you deal 1d8 piercing damage with unarmed attacks. 2d8 at 4th level, 3d8 at 8th level, and 4d8 at 14th level.
  • +4 bonus to AC (natural armor).
  • Resistance to slashing damage as your body is made of blades.

Bubble-Bubble Fruit

You can create power sapping soap bubbles!

Active. (Action) You can make a ranged weapon attack, range 30 ft. On a hit the target has difficult terrain imposed upon it for 1 minute.

Wheel-Wheel Fruit

Your limbs can become wheels!

Passive. You can double (2 wheels), or quadruple
(4 wheels), your walking speed when using your devil fruit power.

Revive-Revive Fruit

You can come back to life!

Passive. You get a second chance at living. When you die you can come back to life with full health. This effect only work once, and you are still considered a devil fruit user once revived. Your body is fully functional, as it was before your demise, but it carries on the scar and mutilations that it may have suffered during your death.

Love-Love Fruit

When people fall in love with you, they turn to stone!

Passive. You gain the following benefits.

  • Advantage on Persuasion checks.
  • You can innately cast the following spells.
    At will: calm emotion, charm person, enthrall, mass suggestion.

Active. (Action) You can shoot love arrows against charmed enemies to turn them to stone. A charmed creature must succeed on a Wisdom or Constitution saving throw or become petrified.
You can release the petrification as a bonus action.

Love-Love Save DC = 8 + your proficiency bonus + your Charisma modifier

Float-Float Fruit

You've gained the ability to float!

Passive. You gain the following benefits.

  • 30ft. flying speed with the ability to hover.
  • You can innately cast the following spells.
    At will: telekinesis (spellcasting ability Con/Int/Cha).

Venom-Venom Fruit

You can turn your body into deadly poison!

Passive. You gain the following benefits.

  • Immunity to poison damage.

Active. You gain the following combat options.

  • Venomous Hydra: (Action, Recharge after a Long Rest) You can create a venomous hydra that lasts for three turns and deals 1d8 damage with its bite. the hydra is connected to you and lasts for three turns. You can attack with the hydra again, as a bonus action, at the start of each turn. Targets must make a con. save or be poisoned for 1 minute.

Targets that recover from your poison are immune to it forever.

Glare-Glare Fruit

You can read people's minds!

Passive. You gain the following benefits.

  • Proficiency in Insight and Perception, or expertise if you are already proficient.
  • (1 hand lens) Advantage on Insight and Perception checks.
  • (2 hands lenses) You can see trough objects within 30ft. The vision can penetrate 3ft. of stone, 1 ft. of metal, or up to 5ft. of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
  • (2 hands reverse lenses) You can innately cast the following spells.
    At will: clairvoyance, detect thoughts.

Glare-Glare Save DC = 8 + your proficiency bonus + your Int/Wis modifier

Tremor-Tremor Fruit

You can create earthquakes!

Passive. You gain the following benefits.

  • Tremor Strike Make an unarmed strike and deal 2d10+Str thunder damage.
  • You can cast the following spells strength mod per day. earth tremor, erupting earth, thunderwave, earthquake.

You can cast these spells at higher level (up to your Strength modifier).

Tremor-Tremor Save DC = 8 + your proficiency bonus + your Strength modifier

Heal-Heal Fruit

Your tears have the power to heal!

Passive. Passive. You can innately cast the following spells.
At will: cure wounds, lesser restoration.
Wisdom mod/Day: greater restoration, heal.
You can cast these spells at higher level (up to your Wisdom modifier).

Shanks speaking to Buggy:

"I heard they are incarnations of the sea devil. Supposedly, if you eat one, you will gain devil powers... but the sea will hate you and take your ability to swim!"
Devil Fruits are said to be the fruits of the Sea Devil and that the secret to their power is hidden in the Grand Line. Because encounters with them are rare (especially outside the Grand Line), a number of rumors about them have risen, making it difficult to tell whether some things are fact or fiction. Because of their power, if sold they can expect to fetch well over 100,000 GP, and Devil Fruit users themselves are sold at market prices as slaves. Of course, individual Fruits each have their differences in price, dependent on the powers bestowed.

Barrier-Barrier Fruit

You can create force fields!

Passive. You gain the following benefits.

  • Your melee weapon attacks deal an additional (1d10+Int) force damage.
  • You can innately cast the following spells.
    At will: forcecage, force dart, wall of force.
    You can cast these spells at higher level (up to your Intelligence modifier).

Barrier-Barrier Save DC = 8 + your proficiency bonus + your Intelligence modifier

Arms-Arms Fruit

You are the weapon!

Active. (Bonus Action) You can turn any part of your body into a nonmagical weapon or tool up to large size. Ranged weapons don't need ammo to shoot.

Gain proficiency with all ranged weapons.

Puff-Puff Fruit

You can create a genie!

Active. (Action, once per level up, does not stack.) You can use the wish spell

Zoan Devil Fruits

Zoan Devil Fruits allow the user to transform into animals of all kinds, gaining the strengths and benefits of that animal.

When a user gains a Zoan power, they can change form, from human, to half beast, to beast.

While you are transformed in the beast form, the usual wild shape rules apply. You assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

Roll a d8 and refer to the following table to determine a random Zoan fruit.

d8 Zoan Devil Fruit
1 Ox-Ox Fruit, Bison/Giraffe Model
2 Tweet-Tweet Fruit, Falcon Model
3 Cat-Cat Fruit, Leopard Model
4 Elephant-Elephant Fruit
5 Dino-Dino Fruit, Allosaurus Model
6 Human-Human Fruit, Buddha Model
7 Tweet-Tweet Fruit, Phoenix Model
8 Fish-Fish Fruit, Dragon Model

Ox-Ox Fruit, Bison Model

Passive. You gain the following benefits.

  • Proficiency in Athletics, or expertise if you are already proficient.

Human-Beast Form. You gain the following benefits.

  • Charge: (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra (2d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
  • Gore:

Beast Form. (Action, Recharge after a Long Rest) You can transform into a mighty bison for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Ox-Ox Save DC = 8 + your proficiency bonus + your Strength modifier


Mighty Bison

Large Beast, same alignment


  • Armor Class 15 (natural armor)
  • Hit Points same
  • Speed 35ft

STR DEX CON INT WIS CHA
21(+5) 8(-1) 18(+4) same same same

  • Saving Throws same
  • Senses same passive Perception
  • Languages same
  • Challenge 6 (2300 XP)

Charge. (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra (2d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked back 15 ft.

Actions

Multiattack. The bison makes two gore attacks.

Gore. (Bonus Action, Recharge 3 Turns) Melee Weapon Attack, reach 5 ft. One target Hit: (3d8+Str) bludgeoning damage.

Kick. (Action) Melee Weapon Attack, reach 5 ft. One target Hit: 1d8+Str bludgeoning damage.

Tweet-Tweet Fruit, Falcon Model

Passive. You gain the following benefits.

  • Proficiency in Perception, or expertise if you are already proficient.

Human-Beast Form. You gain the following benefits.

  • Wings: You have 30ft flying speed.
  • Keen Sight: (Trait) You have advantage on Wisdom (Perception) checks that rely on sight.
  • Beak: (Action, Bonus Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d6+4 piercing damage.
  • Talons: (Action) (recharge 2 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d6+4 slashing damage.

Beast Form. (Action, Recharge after a Long Rest) You can transform into a giant falcon for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.


Giant Falcon

Large Beast, same alignment


  • Armor Class 13 (natural armor)
  • Hit Points Same
  • Speed 10ft walk speed, fly 60ft

STR DEX CON INT WIS CHA
16(+3) 18(+4) 13(+1) same 20(+5) same

  • Saving Throws same
  • Skills Perception (2PB+5)
  • Senses passive Perception (10+2PB+5)
  • Languages same
  • Challenge 3 (700 XP)

Dive. If the falcon is flying and dives at least 30ft straight toward a target and then hits it with a talons attack, the attack deals an extra 1d6 damage.

Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The falcon makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d6+4 piercing damage.

Talons. (recharge 2 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d6+4 slashing damage.

Cat-Cat Fruit, Leopard Model

Passive. You gain the following benefits.

  • Proficiency in Stealth, or expertise if you are already proficient.

Human-Beast Form. You gain the following benefits.

  • Keen Hearing and Smell: (Trait) You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pounce: (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
  • Bite: (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d10+4 piercing damage.
  • Claw: (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d8+4 slashing damage.

Beast Form. (Action, Recharge after a Long Rest) You can transform into a great leopard for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Cat-Cat Save DC = 8 + your proficiency bonus + your Str/Dex modifier


Great Leopard

Large Beast, same alignment


  • Armor Class 13 (natural armor)
  • Hit Points same
  • Speed 40 ft

STR DEX CON INT WIS CHA
18(+4) 17(+3) 16(+3) same same same

  • Skills Stealth (PB+3)
  • Saving Throws same (PB+3)
  • Senses same passive Perception
  • Languages same
  • Challenge 7 (2900 XP)

Keen Hearing and Smell. The leopard has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce: (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action..

Actions

Multiattack. The leopard makes two attacks: two with its claws.

Bite: (Action) (recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d10+4 piercing damage.

Claw. Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d8+4 slashing damage.

Elephant-Elephant Fruit

Passive. You gain the following benefits.

  • Proficiency in Athletics, or expertise if you are already proficient.

Human-Beast Form. You gain the following benefits.

  • Trampling Charge: (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 2d8 piercing damage, and it must succeed on a Strength saving throw or be knocked prone.
  • Gore: (Action) (recharge 4 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d8+4 piercing damage.
  • Stomp: (Action) ( recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one prone target. Hit: 2d10+4 bludgeoning damage.

Beast Form. (Action, Recharge after a Long Rest) You can transform into a mighty elephant for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Elephant-Elephant Save DC = 8 + your proficiency bonus + your Strength modifier


Mighty elephant

Huge Beast, same alignment


  • Armor Class 15 (natural armor)
  • Hit Points same
  • Speed 30ft

STR DEX CON INT WIS CHA
24(+7) 9(-1) 21(+5) same same same

  • Saving Throws same + Constitution (PB+5)
  • Senses same passive Perception
  • Languages same
  • Challenge 8 (3900 XP)

Trampling Charge. (Trait, recharge 4 turns) If the elephant moves at least 15ft straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 3d8 piercing damage, and it must succeed on a Strength saving throw or be knocked prone.

Actions

Multiattack. The elephant makes two attacks 1 gore attacks, 1 Stomp attack

Gore. Melee Weapon Attack: (recharge 4 turns) reach 5ft one target. Hit: 3d8+4 piercing damage.

Stomp. Melee Weapon Attack: (recharge 3 turns) to hit, reach 5ft, one prone target. Hit: 3d10+4 bludgeoning damage.

Trunk Smack. Melee Weapon Attack: to hit, reach 5ft, one target it must succeed on a Strength saving throw or be knocked prone Hit: 1d10+4 bludgeoning damage.

Dino-Dino Fruit, Allosaurus Model

Passive. You gain the following benefits.

  • Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient.

Human-Beast Form. You gain the following benefits.

  • Pounce: (Trait, recharge 4 turns) If you move at least 15ft straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.
  • Bite: (Action recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d10 piercing damage.
  • Claw: (Action recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d8 slashing damage.

Beast Form. (Action, Recharge after a Long Rest) You can transform into a great allosaurus for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Dino-Dino Save DC = 8 + your proficiency bonus + your Strength modifier


Great Allosaurus

Huge Beast, same alignment


  • Armor Class 16 (natural armor)
  • Hit Points same
  • Speed 40 ft

STR DEX CON INT WIS CHA
25(+7) 13(+1) 19(+4) same same same

  • Saving Throws same
  • Senses same passive Perception
  • Languages same
  • Challenge 9 (5000 XP)

Pounce. (Trait, recharge 4 turns) If the allosaurus moves at least 20ft straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Multiattack. The allosaurus makes two attacks: two with its claws.

Bite. (Action recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d10 piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the allosaurus can't bite another target.

Claw. (Action recharge 3 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d12 slashing damage.

  • Headbutt: (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d8 Bludgeoning damage.

Human-Human Fruit, Buddha Model

Passive. You gain the following benefits.

  • Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.

Buddha Form. (Action, Recharge after a Long Rest) You can transform into a Golden Buddha for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Human-Human Save DC = 8 + your proficiency bonus + your Strength modifier

Zoan Fruits and objects.

Inanimate objects have been shown to be able to "eat", or otherwise consume Devil Fruits. The technique used to make objects "eat" a fruit was developed by Dr. Vegapunk, but is not limited to solid materials, as gaseous slime can also be used as a medium. So far, Zoan is the only type of Devil Fruit that inanimate objects have been shown as being able to absorb.
Objects that have ingested a Zoan fruit gain the mobility and intelligence of the animal they turn into. This can be a drawback as the object can also feel pain as well as become susceptible to diseases. In the animal form, they can be intimidated. Inanimate object Zoans also seem to be very loyal to whomever owns them.


Gold-God Buddha

Huge Beast, same alignment


  • Armor Class 19 (natural armor)
  • Hit Points samw (20d12+120)
  • Speed 20ft

STR DEX CON INT WIS CHA
22(+6) 8(-1) 23(+6) same same same

  • Saving Throws same
  • Senses same passive Perception
  • Languages same + Celestial
  • Challenge 10 (5900 XP)

SunBurst Area of Effect Attack - (Action recharge 4 turns) Shine in a brilliant divine light, blinding all creatures in a 30ft range (Wis save, DC 15)

Actions

Multiattack. The Sun God makes two palm attacks.

Palm. Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d12 bludgeoning damage.

Belly Slap. (Action recharge 3 turns) Ranged weapon attack: 15ft cone, release pressurized air off a tremendous belly slap. (Dex save, DC 15) Hit 4d8 or half as much damage on a successful save.

Tweet-Tweet Fruit, Phoenix Model

Passive. You gain the following benefits.

  • Resistance to fire, poison, grappled, paralyzed, petrified, poisoned, prone, restrained.

Human-Elemental Form. You gain the following benefits.

  • Wings: You have 60ft flying speed.
  • Fire Form: (Trait) You can move through a space as narrow as 1ft wide without squeezing. Any creature that touches you while within 5ft of you takes 1d10 fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 1d10 fire damage. The creature takes 1d10 fire damage at the start of each of its turns. While in your space
  • Regeneration: (Trait, recharge 4 turns) You regain 10 hit points at the start of your turn if you have at least 1 hit point.
  • Fiery Talons: (Action, recharge 4 turns) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d10 fire damage.

Elemental Form. (Action, Recharge after a Long Rest) You can transform into a fiery phoenix for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.


Fiery Phoenix

Medium Elemental, same alignment


  • Armor Class 13
  • Hit Points same (15d8+90)
  • Speed 30ft, fly 60ft.

STR DEX CON INT WIS CHA
18(+4) 22(+6) 23(+6) same same same

  • Saving Throws same
  • Damage Immunities fire, poison.
  • Condition Immunities grappled, paralyzed, petrified, poisoned.
  • Senses darkvision 30ft, same passive Perception
  • Languages same
  • Challenge 10 (5900 XP)

Fire Form. The phoenix can move through a space as narrow as 10cm wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 1,5m of it takes 11 (2d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Regeneration. The Phoenix regains 15 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The phoenix makes two attacks with its fiery talons.

Fiery Talons. Melee Weapon Attack: PB+6 to hit, reach 1,5m, one target. Hit: 24 (4d8+6) fire damage.

Fish-Fish Fruit, Dragon Model

Passive. You gain the following benefits.

  • Immunity to fire damage.
  • Proficiency in Athletics and Charisma saving throws, or expertise if already proficient.

Human-Dragon Form. You gain the following benefits.

  • Wings: You have 30ft flying speed.
  • Superior Senses: You have 10ft blindsight and 60ft darkvision.
  • Fire Breath: (Action, Recharge 6) You exhale fire in a 15ft cone. Each creature in that area must make a Dexterity saving throw, taking 2d10 fire damage on a failed save, or half as much damage on a successful one.
  • Bite: (Action, recharge 3) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d10 piercing damage.
  • Claw: (Action) Melee Weapon Attack:to hit, reach 5ft, one target. Hit: 1d8 slashing damage.

Dragon Form. (Action, Recharge after a Long Rest) You can transform into a Dragon (roll for model) for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Fish-Fish Save DC = 8 + your proficiency bonus + your Constitution modifier


Dragon

Huge Dragon, same alignment


  • Armor Class 17 (natural armor)
  • Hit Points same
  • Speed 30ft, fly 60ft.

STR DEX CON INT WIS CHA
27(+8) 10(+0) 25(+7) same same same

  • Saving Throws same
  • Damage Immunities fire
  • Senses blindsight 15ft, darkvision 60ft, same passive Perception
  • Languages same
  • Challenge 15 (13000 XP)

Actions

Multiattack. The dragon can use its frightful presence. It then makes 2 attacks: one with its bite, and one with its tail.

Bite. (Action, recharge 4) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 2d10 piercing damage

Claw. Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d10 slashing damage.

Tail. (Bonus action, recharge 3) Melee Weapon Attack: to hit, reach 10ft, one target. 2d8 bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 30ft of the dragon and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 15ft cone. Each creature in that area must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.

Logia Devil Fruits

Logia Devil Fruits are the most rare and the most powerful type of fruit, but with extreme power comes extreme effort. You can use an action to enter into your fruit's elemental form for 10 minutes, or until dismissed as a bonus action. When you revert to your normal form you gain 1 point of exhaustion.

Roll a d6 and refer to the following table to determine a random Logia fruit.

d6 Logia Devil Fruit
1 Smoke-Smoke Fruit
2 Sand-Sand Fruit
3 Flame-Flame Fruit
4 Rumble-Rumble Fruit
5 Ice-Ice Fruit
6 Glint-Glint Fruit

Smoke-Smoke Fruit

Passive. Your body is made of smoke, granting you the following benefits.

  • Resistance to fire, poison, Acid and Thunder damage.
  • 15ft flying speed.
  • Proficiency in Acrobatics and Dexterity saving throws, or expertise if you are already proficient.
  • You are considered an Elemental.

Smoke Form. (Con mod per day, 10 mins) You gain the following benefits.

  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained. By non-haki users.
  • Smoke Magic: You can cast the following spells.
    Once Per Long Rest: fog cloud, blindness.
    Constitution modifier/Day: Choking cloud.
    You can control the smoke you create using fog cloud. As a bonus action you can move the cloud up to 10ft, or you can attempt to use the smoke to grapple and strangle your enemies. Each creature of your choice inside the cloud must succeed on a Strength, or Dexterity saving throw, or become grappled, restrained and suffer 1d8 bludgeoning damage. Lasts for 1 minute, can be blown away by a heavy wind.
  • Smoke Punch: (Action) Melee Weapon Attack: to hit, reach 10ft, one target. Hit: 1d8 bludgeoning damage.
  • Smoke Evasion: (Reaction, recharge 5) You halve the damage that you take from an attack that hits you. You must be able to see the attacker.

Smoke-Smoke Save DC = 8 + your proficiency bonus + your Constitution modifier

Sand-Sand Fruit

Passive. Your body is made of sand, granting you the following benefits, but if you are hit by water, the traits marked with (W) don't function until the start of your next turn.

  • (W) Resistance to poison; Fire, Thunder damage from nonmagical attacks.
  • Debilitating Touch: (Action, Recharge 5) You can suck out the water from your enemies. Any creature you touch must succeed a Constitution saving throw or suffer 3d8 necrotic damage.
  • Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient.
  • You are considered an Elemental.

Sand Form. (Con mod/per day, 10 mins) You gain the following benefits.

  • (W) Damage Immunities: poison; Fire, Thunder damage from nonmagical attacks.
  • (W) Condition Immunities: grappled, paralyzed, petrified, prone, restrained. From non-haki users.
  • Sand Magic: You can cast the following spells.
    Per long rest: bones of the earth, earth tremor, wall of sand.
    Constitution modifier/Day: Maximilian's earthen grasp. You can control the sand you create using these spells. As a bonus action you can move the sand up to 20ft, or you can make a Debilitating Touch against each creature in contact with you, or your sand.
  • Sand Punch: (Action) Melee Weapon Attack: to hit, reach 10ft, one target. Hit: 1d8 bludgeoning damage.
  • Sand Shield: (Reaction, per short rest) You erect a 3x3m wall of sand to protect you from incoming attacks. The wall has 30 hit points and an AC of 12.

Sand-Sand Save DC = 8 + your proficiency bonus + your Constitution modifier

Flame-Flame Fruit

Passive. Your body is made of fire, granting you the following benefits.

  • Resistance to fire, poison; Thunder, Acid, Poison from nonmagical attacks.
  • Burning Jet: (Action, Recharge 5-6) You fire a powerful blast of flames from your arms in a 15ft long and 5ft wide line. Each creature in that line must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
  • Proficiency in Athletics and Dexterity saving throws, or expertise if you are already proficient.
  • You are considered an Elemental.

Flame Form. ( Con mod per day, 10 mins) You gain the following benefits.

  • Damage Resistances: cold.
  • Damage Immunities: to fire, poison; Thunder, Acid, Poison from nonmagical attacks.
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained. From non-haki users.
  • Flame Magic: You can cast the following spells.
    Per short rest: firebolt, flame blade, heat metal, wall of fire.
    Constitution modifier/Day: fire ball, flame strike.
  • Flame Punch: (Action) Melee Weapon Attack:to hit, reach 10ft, one target. Hit: 1d8 fire damage.
  • Flame Rebuke: (Reaction, recharge 4) When you are hit by a melee attack from a creature you can see, you can spend your reaction to deal 3d6 fire damage to the attacker. The target must also succeed on a Dexterity saving throw or catch fire.

Flame-Flame Save DC = 8 + your proficiency bonus + your Constitution modifier

Rumble-Rumble Fruit

Passive. Your body is made of lightning, granting you the following benefits.

  • Resistance to lightning, poison, thunder; from nonmagical attacks.
  • Lightning Strike: (Action, Recharge 5-6) You call down lightning to strike a point you can see within 60ft. Each creature in a 5ft radius around that point must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one.
  • You can take one Reaction on every turn of combat.
  • Proficiency in Dexterity saving throws, or expertise if you are already proficient.
  • You are considered an Elemental.

Lightning Form. (Con mod per day, 10 mins) You gain the following benefits.

  • Damage Immunities: lightning, poison, thunder; from nonmagical attacks.
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained. From non-haki users
  • Lightning Magic: You can cast the following spells.
    Per short rest: call lightning, shocking grasp, storm sphere, thunder step. Constitution modifier/Day: lightning bolt.
  • Lightning Punch: (Action) Melee Weapon Attack: to hit, reach 10ft, one target. Hit: 1d8 lightning damage.
  • Lightning Dash: (Reaction, Recharge 6) You can move straight, up to twice your speed without provoking attacks of opportunity. All creatures within 5ft of your passage must succeed on a Dexterity saving throw or suffer 3d10 lightning damage

Rumble-Rumble Save DC = 8 + your proficiency bonus + your Constitution modifier

Ice-Ice Fruit

Passive. Your body is made of ice, granting you the following benefits.

  • Resistance to cold, poison; Fire, Radiant damage from nonmagical attacks.
  • Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.
  • You are considered an Elemental.

Ice Form. (Con mod per day, 10 mins) You gain the following benefits.

  • Damage Resistances: fire.
  • Damage Immunities: Cold, poison; Fire, Radiant damage from nonmagical attacks.
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained. From non-haki users
  • Ice Magic: You can cast the following spells.
    Per short rest: ice knife, ice storm, wall of ice.
    Constitution modifier/Day: cone of cold, freezing sphere.
  • Ice Punch: (Action) Melee Weapon Attack:to hit, reach 5ft, one target. Hit: 1d8 bludgeoning damage.
  • Ice Cocoon: (Reaction, recharge 5) You can surround yourself by a protective barrier of ice until the start of your next turn. The ice has 30 hit points and an AC of 12. Each creature in a 5ft radius around you, when the cocoon is formed, must make a Constitution saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one.

Ice-Ice Save DC = 8 + your proficiency bonus + your Constitution modifier

Glint-Glint Fruit

Passive. Your body is made of light, granting you the following benefits.

  • Resistance to poison, radiant, and necrotic damage from nonmagical attacks.
  • Light Beam: (Action, Recharge 5-6) A bright beam of light flashes from your pointing finger to a point you can see within 30ft then blossoms into an explosion of flame. Each creature in a 15ft radius around that point must make a Dexterity saving throw, taking 3d10 fire damage on a failed save, or half as much damage on a successful one.
  • You are permanently under the effect of the Expeditious Retreat spell.
  • Proficiency in Dexterity saving throws, or expertise if you are already proficient.
  • You are considered an Elemental.

Light Form. (Con mod per day, 10 mins) You gain the following benefits.

  • Damage Immunities: poison, radiant, necrotic damage from nonmagical attacks.
  • Condition Immunities: blinded, grappled, paralyzed, petrified, prone, restrained. From non-haki users
  • Light Magic: You can cast the following spells.
    At will: daylight, spiritual weapon, searing smite.
    Constitution modifier/Day: sunbeam.
  • Light Speed Kick: (Action) Melee Weapon Attack: to hit, reach 5ft, one target. Hit: 1d8 bludgeoning damage
  • Blinding Light: (Reaction, recharge 5) You flash with intense light to distract your enemies. You add 4 to your AC against one attack that would hit you. This effect doesn't function against creatures that don't rely on sight for their attacks.

Glint-Glint Save DC = 8 + your proficiency bonus + your Constitution modifier

The Age of Flintlock
Firearms for D&D 5E

A Flintlock Firearm System for D&D 5E

Table of Contents

Topic Page
Introduction 2
Firearm Properties 3
Weapon Descriptions 4
Weapon Table 5
Special Weapon Properties 6
Ammunition 6
Throwables 8
Firearm Modifications 8
Conclusion 9

Introduction

It's no secret that Dungeons and Dragons is a game centered around medieval fantasy, with the most common weapons in most worlds being weapons from those respective time periods. But what if you wanted more options than bows and magic in terms of ranged combat? What if you wanted your campaign world to be set during the Age of Exploration or the Industrial Revolution and have weapons appropriate to those eras? What if you wanted a medieval setting with a technologically superior civilization having access to firearms? What if you were running a Steampunk styled game using D&D? Whatever the reason, you want firearms in your game, not the brushed over simplistic version found in the DMG, but a fleshed out system with plenty of firearms, special ammunition, and thought out customization. If so, look no further.

I originally made this home-brewed firearm system for my own home game, a historically authentic game set during the Golden Age of Piracy in the early 18th century. Not only did I create a system catered to weapons of the time, I also took some historic liberties and included weapons all the way up to the mid 19th century. Not only that, but I created special ammunition for the firearms, a firearm modification system, and several different types of bombs for my players to enjoy. Now that I'm fairly confident everything is completed, I've decided to share what I've made so that hopefully all of you reading this can enjoy it too!

Included in this document, as listed above, is a fleshed out and comprehensible firearm system for D&D 5e, 14 firearms, two melee weapons, unique ammunition types, several throwable weapons, and a list of modifications that can be applied to the firearms to create dozens of unique and exciting possible firearms.

If you enjoy what this document includes in it, and want to see more of what I've created in the same genre (Ships, Ship Combat, Cannons, and more), let me know and support me! This is my first time attempting to do something like this, so maybe I'll post more of my work. Support and feedback is very appreciated; have a nice read!

Firearm Properties

With the addition of firearms, comes the additon of new weapon properties that relate to firearms and how they are handled in combat

Reload

The Reload Property replaces the Loading Property when dealing with firearms.

Every firearm has a Reload value, with that value being how many shots the firearm can shoot before it has to be reloaded. Usually, firearms with a Reload value higher than one have multiple barrels that hold one shot each.

Reloading a Firearm

Reloading a one-handed firearm takes two actions to complete (One action per barrel and one action for the Flintlock Mechanism)

Reloading a two-handed firearm takes three actions to complete (Two actions per barrel and one action for the Flintlock Mechanism)

Alternatively, there are other ways to reload a firearm.

  • As a bonus action, make a Sleight of Hand check DC 10 + Weapons Misfire Score with any additional modifiers from Weapon Modifications and/or special Ammunition. On a success, that bonus actions acts as a regular action that would otherwise be used to reload a firearm.
  • If you are out of range of any melee attack and moving wouldn’t trigger an opportunity attack, then you may use your reaction as a normal action that would otherwise be used to reload a firearm.
Firearms and Feats
  • In order to reload a one-handed firearm, one hand must be free to do so. This can be bypassed by taking the Dual Wielder Feat.

  • Rather than ignoring the Loading Property with the Crossbow Expert feat for weapons you are proficient with, players who choose this feat instead have the reload speed decreased by one action for firearms that they are proficient with.

Misfire

Due to the unreliable nature of Flintlock firearms, each firearm has a chance of Misfiring when an attack roll is made with it.

Some firearms have Misfire Scores that are higher than others, especially firearms that are considerably more complex or experimental.

The Misfire Score of firearms can be affected by the type of Ammunition used as well as what Modifications might be installed.

Creatures that are not proficient with the firearm increases the Misfire Score by one.

Misfires

If a firearm misfires, the attack automatically misses regardless of attack modifiers and the barrel is unusable until it is fixed.

  • If the firearm has a Misfire Score of one, than attack rolls made with the firearm that results in a natural one causes the firearm to misfire.

  • If the firearm has a Misfire Score that is higher than one, than attack rolls made with the firearm that results in a natural roll higher than one causes the firearm to misfire.

Breakage
  • If the firearm has a Misfire Score that is higher than one, than attack rolls made with the firearm that results in a natural one causes the firearm to break instead of misfiring.

A broken firearm can not be shot until it is repaired outside of combat.

Fixing Misfires and Breakages
  • A misfire can be fixed by spending an action to do so. Alternatively, you can make a successful Tinkers Tool check DC 8 + Misfire Score to fix it as a bonus action. On a failure however, the bonus action is spent and the firearm is still not fixed.
  • To repair a broken firearm, you can do so yourself in 1d4 hours with a successful Tinkers Tools check DC 10 + Misfire Score, or 2d4 hours on a failure. Alternatively, the weapon can be taken to a skilled gunsmith to be repaired for 1/4 the firearm’s cost, taking 1d4 hours to do so.

Weapon Descriptions

In this section, all of the newly added weapons in the next page are described here in terms of what they are, what they're used for, as well as any other important information.

Melee Weapons

Although this document primarily focuses on Flintlock firearms, there are two included melee weapons.

Bayonet. A knife like blade that can be attached to the end of the barrel for most firearms, typically rifles. A Bayonet allows the shooter to better engage in hand to hand combat if the need arises.

Harpoon. A weapon resembling a spear with a barb at the tip, and a rope attached to the end. This weapon is typically used by fishers and whalers to catch large sea animals, but can also be used in combat situations if it needs to be by impaling a target and having them attached to the harpooner via the rope.

Ranged Weapons

The weapons listed here are primarily Flintlock based firearms varying heavily in complexity and rarity.

Flintlock Pistol. The typical pistol found with a Flintlock mechanism. This pistol typically has a smooth bore barrel and fires lead balls as well as their improved equivalents, just like most other Flintlock firearms. This weapon is usually a side arm to be paired with a more powerful weapon. The Flintlock pistol is also a great weapon for duel wielding due to it's light weight.

Palm Pistol. Similar to a Flintlock Pistol, but considerably smaller. Although this firearm might not be as powerful as it's larger cousin, it is a perfect option for situations where carrying a weapon out in the open may not be a good idea, but you still want protection if things go bad.

Hand Blunderbuss. A smaller version of a standard Blunderbuss, designed to be used with one hand, as well as having a much shorter barrel than a standard Blunderbuss. If you enjoy the Blunderbuss style but prefer one handed weapons, and are willing to sacrifice a bit of power for such, the Hand Blunderbuss is for you.

Flintlock Musket. A typical rifle with a Flintlock mechanism. It is a hefty firearm with a long barrel, providing considerable range for a Flintlock firearm. Great for Sharpshooters who want a reliable firearm with a nice balance between damage and range, while also having a lot of room for modifications.

Musketoon. Very similar to a Flintlock Musket, but with a shorter barrel and a overall more compact build. Ideal for those who want a rifle, but may not possess the ability to wield the larger Musket. This weapon is also useful in smaller areas where the length of the Musket's barrel may be cumbersome.

Blunderbuss. A very early version of a shotgun. It typically has a much wider barrel than other Flintlock firearms, and the barrel is also flared at the muzzle, opening outwards. The Blunderbuss can shoot ball ammunition at a much shorter range than other Flintlock firearms, but can also be used to fire Scatter Shot ammunition, causing an area of effect attack.

_

Double Barreled Blunderbuss. A Blunderbuss with two barrels side by side, rather than one. This Blunderbuss is heavier and more unstable than a standard Blunderbuss, but if used correctly can be far more powerful.

Double Barreled Flintlock Musket. A Flintlock Musket with two barrels side by side, rather than one. This Musket is even heavier and more unstable than a standard Musket, but if used correctly can be far more powerful.

Pepper-Box. A weapon that resembles the appearance and functionality of a revolver, but in an earlier form. A Pepper-Box can have between two and six barrels, all apart of a cylinder that automatically rotates when the trigger is pulled. Being a experimental firearm, it is much more unstable and is weaker than it's closest comparison, the Flintlock Pistol, but can hold many more shots.

Pepper-Box Rifle. A normal Pepper-Box with a rifle length barrel extension that doesn't rotate with the firearm's cylinder. The Pepper-Box Rifle has much more range than a normal Pepper-Box, but requires two hands to use. Similarly to how the Pepper-Box compares with the Flintlock pistol, this rifle is more unstable and weaker than a Flintlock Musket, but holds more shots.

Hand Cannon. Another Blunderbuss styled firearm that closely resembles a Hand Blunderbuss, but has an even shorter and an even wider barrel. The purpose of the Hand Cannon is not to accurately shoot ball ammunition, but acts as a handheld mortar which can fire most any object that can fit inside of the barrel.

Volley Gun. This devastating rifle is equipped with seven barrels, orientated in whatever pattern you see fit; square, line, circle, pyramid, etc. Unlike other multi-barreled firearms however, the Volley Gun fires every barrel at once, creating a "volley" from a single firearm. The Volley Gun deals a large amount of damage to a single target in one attack, but is highly unstable and takes a long time to reload, making to rare to be used twice in a single encounter. The recoil from shooting this firearm is so strong that it inflicts damage onto those who fire it.

Duck-Foot Pistol. This firearm comes equipped with multiple barrels, usually three or four, arranged in a splayed line which resembles the pattern of a duck's foot. The purpose of this firearm is to cover a wide area in situations where a single person may have to go against a group of opponents.

Pistol Sword. A Shortsword with a small caliber Flintlock pistol, equivalent to a Palm Pistol, welded onto the side of the hilt or blade. When making an attack with this weapon, you can choose to either make an attack with the sword or the pistol, not both, unless your class allows you to make multiple attacks a turn.

Blowgun. A simplistic weapon consisting of a long narrow tube in which dart projectiles are fired from the exhaling of the user.

Weapons

Melee Weapons
Name Cost Damage Weight Properties
Simple Weapons
Bayonet 2gp 1d4 Piercing 1lb Light, Special
Harpoon 2gp 1d8 Piercing 3lb Thrown (Range 30/60), Versatile (1d10), Special
Ranged Weapons
Name Damage Weight Properties
Simple Weapons
Flintlock Pistol 1d10 Piercing 2lb Ammunition (Range 30/120), Reload 1, Light, Misfire 1
Palm Pistol 1d8 Piercing 1lb Ammunition (Range 20/80), Reload 1, Light, Misfire 1
Hand Blunderbuss 1d8 Piercing 2lb Ammunition (Range 15/40), Reload 1, Light, Misfire 2, Special
Martial Weapons
Flintlock Musket 2d6 Piercing 10lb Ammunition (Range 100/400), Reload 1, Heavy, Two-Handed, Misfire 2
Musketoon 1d12 Piercing 8lb Ammunition (Range 60/240), Reload 1, Two-Handed, Misfire 2
Blunderbuss 1d10 Piercing 5lb Ammunition (Range 15/40),  Reload 1, Two-Handed, Misfire 2, Special
Double Barreled Blunderbuss 1d10 Piercing 9lb Ammunition (Range 15/40), Reload 2, Two-Handed, Misfire 3, Special
Double Barreled Flintlock Musket 2d6 Piercing 15lb Ammunition (Range 100/400), Reload 2, Heavy, Two-Handed, Misfire 3
Pepper-Box 1d8 Piercing 3lb Ammunition (Range 20/80), Reload 2-6, Light, Misfire 3
Pepper-Box Rifle 1d8 Piercing 13lb Ammunition (Range 60/240), Reload 2-6, Heavy, Two-Handed, Misfire 3
Hand Cannon 1d10 Piercing 3lb Special
Volley Gun 1d10 Piercing 15lb Ammunition (Range 30/120), Reload 7, Heavy, Two-Handed, Misfire 4, Special
Duck-Foot Pistol 1d8 Piercing 3lb Ammunition, Reload 4, Light, Misfire 2, Special
Pistol Sword 1d6/1d8 Piercing 4lb Ammunition (Range 20/80), Reload 1, Misfire 1, Light, Finesse, Special
Blowgun 1d4 Piercing 1lb Ammunition (Range 25/100), Loading
Firearm Costs

The firearms listed in the table above were originally designed for my own D&D game set during the Age of Sail, where firearms were easily accessible and a different currency was used.

Depending on the setting on your game, firearms might be commonly sold or uncommonly sold, or perhaps not sold at all and must be crafted. Point being, I can't accurately price these firearms because it depends on your game and your world.

Special Weapons

Weapons with the Special property are elaborated here.

Bayonet

If mounted to a Two-Handed firearm, the bayonet deals 1d6 Piercing Damage and has Reach.

Harpoon

If a creature is hit, the harpoon lodges into them and is connected to the harpooner via a rope. While harpooned, the creature’s speed is halved, they cannot dash, and they can only move within the length of the rope.

To escape the rope, the creature can use their action to remove the harpoon, dealing an additional 1d8 Slashing Damage.

Hand Blunderbuss

Can be loaded with Scatter Shot ammunition. All targets in a 10ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take 3d4 Piercing Damage, or half as much on a success.

Blunderbuss / Double Barreled Blunderbuss

Can be loaded with Scatter Shot ammunition. All targets in a 15ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take 4d4 Piercing Damage, or half as much on a success.

Hand Cannon

The Hand Cannon has three different loading options.

  • Mortar: Ammunition (Range 120), Loading, Light. All targets in a 20ft diameter sphere must make a Dexterity Saving Throw. On a fail, target(s) take 1d10 Piercing Damage, or half on a success. Requires Scatter Shot ammunition.
  • Throwables: Ammunition (Double Range of Throwable), Loading, Light
  • Improvised Weapon: Ammunition (Range 20/60), Loading, Light, Misfire 1-3 (Depending on object)

Volley Gun

Fires all seven barrels at once. Make an attack roll against one target within range. If you hit, the target must make a Dexterity Saving Throw. On a fail, the creature takes 1d10 for every shot fired, or half as much on a success. You must make a Constitution Saving Throw DC 8 + number of shots fired. On a fail, you take 1d8 Bludgeoning damage, or half as much on a success.

Duck-Foot Pistol

Up to four targets in a 20ft cone are targeted by this firearm. Make an attack roll against each target. Each target can only be targeted by one shot.

Pistol Sword

Use Shortshort stats for the sword, and Palm Pistol stats for the pistol. -1 to attack rolls for both weapons, the pistol because of the awkward aiming, and the sword because of the disproportionate balance.

Ammunition

Every firearm requires ammunition in order to fire properly, and there is a wide selection of ammunition types to choose from to help add variety, flair, and leathality to the firearm.

Lead Ball

Weight: 1oz

The lead ball is the standard ammunition for every firearm, unless stated otherwise.

Scatter Shot

Weight: 4oz (Handful)


Only Includes: Blunderbuss styled weapons

A handful of small metal pellets that can be loading into several different Blunderbuss styled weapons to create an area of effect attack.

Improved Shot

Weight: 4oz


Only Includes: Blunderbuss styled weapons (Not a Hand Cannon)

A special container filled with Scatter Shot and a lead ball in the center. Choose one target in range to hit with the lead ball and make an attack roll against them. If the attack hits, the target takes Piercing Damage equal to the weapon's normal damage.

Hit or miss, all targets in a 10ft cone must make a Dexterity Saving Throw. On a fail, the target(s) take Piercing Damage equal to the weapon's Scatter Shot damage, or half as much on a success.

Armor Piercing Balls

Weight: 2oz

A lead ball covered in spikes and hooked grooves. Use against armored targets results in a -2 penalty to the target’s AC but a -1 damage penalty due to the slower velocity. No bonus effect against unarmored targets.

Weapon's Misfire Score increases by one.

Hollow Point Balls

Weight: 1oz

A ball made of hardened glass. Use against unarmored targets results in a +2 damage bonus. No damage bonus if target is armored.

Weapon's Misfire Score increases by one.

Incendiary Ball

Weight: 1oz

A hallowed lead ball filled with white phosphorus with a small hole in the lead ball plugged with a quick burning fabric, packed against the gunpowder charge. Target takes additional Fire Damage equal to half the weapon’s damage dice. Weapon's Misfire Score increases by two.

Sleep Dart

Weight: 2oz

If a target is hit with a sleep dart, roll 5d8. If the amount rolled is equal to or higher than the target's current hit points, they fall asleep. While asleep, treat the target as if they were unconscious. The creature wakes up if they take any damage (including other darts) or if another creature uses an action to wake them. Maximum time asleep is equal to 3 - Con Mod minutes (Min 30 seconds).

Rage Dart

Weight: 2oz

An unwilling target must succeed a Constitution Saving Throw DC 10 + damage dealt or enters a rage. A willing creature can choose to fail the saving throw. While in a rage, the target gains the following effects.

  • Advantage on Strength checks, saves, and attack rolls
  • +2 damage to Strength based melee attacks
  • Resistance to bludgeoning, slashing, and piercing damage
  • Attacks any target within line of sight at random, regardless of previous allegiances

Attack roles against the raging target have advantage. At the end of the target’s turn, they must make another Constitution Saving Throw, but the DC decreases by one every turn for a maximum effect time of 2 - Con Mod minutes (Min 30 seconds). Otherwise, the rage ends when the target falls unconscious.

When the rage ends, target suffers two levels of exhaustion and cannot be affected by another rage dart for 24 hours. Multiple darts do not stack.

Haste Dart

Weight: 2oz

An unwilling target must succeed a Constitution Saving Throw DC 10 + damage dealt or enter a haste as adrenalin overcomes the target. A willing creature can choose to fail the saving throw. While in a haste, the target gains the following benefits.

  • Speed is doubled
  • +2 bonus to AC
  • Advantage on Dexterity Saving Throws
  • Gains an additional action that can be used to take the Attack, Dash, Disengage, Hide, or Use an Object action

At the end of each of the target’s turn, they must make another Constitution Saving Throw but the DC decreases by one every turn for a maximum effect time of 2 - Con Mod minutes (Minimum of 30 seconds). Otherwise, the rage ends when the target falls unconscious.

When the haste ends, the target can’t move or take actions until after its next turn and cannot be affected by another haste dart for 2d8 - Con Mod hours. Multiple darts do not stack.

Throwables

If you're looking for a more grounded area of effect attack, then Throwables might be useful to you. These include several types of bombs with different properties and effects. Similarly to spells, it is assumed that a creature using a Throwable can accurately throw it within range.

Besides being thrown, Throwables can also be fired from a Hand Cannon to double their effective range.

Explosive Bomb

Weight: 1lb


Range: 60 feet

All targets in a 15ft diameter sphere must make a Dexterity Saving Throw. On a fail, targets take 3d8 Explosive Damage and are deafened for one round, or half damage on a success and are not deafened.

High Explosive Bomb

Weight: 1lb


Range: 60 feet

Specializes in delivering a devastating blast, but in a smaller area. All targets in a 10ft cube must make a Dexterity Saving Throw. On a fail, targets take 4d8 Explosive Damage, are deafened for one round, and are knocked prone. Targets take half damage on a success and are not deafened or knocked prone.

Low Explosive Bomb

Weight: 1lb


Range: 60 feet

Specializes in delivering a weaker blast, but affecting a larger area. All targets in a 20ft diameter sphere must make a Dexterity Saving Throw. On a fail, targets take 2d8 Explosive Damage and are deafened for one round, or take half damage on a success and are not deafened.

Shrapnel Bomb

Weight: 1lb


Range: 60 feet

All targets in a 25ft diameter sphere must make a Dexterity Saving Throw. On a fail, targets take 3d8 Piercing Damage, or half as much on a success. Creatures behind half-cover automatically succeed the saving throw, and creatures behind 3/4 cover and full cover take no damage.

Incendiary Bomb

Weight: 1lb


Range: 60 feet

All targets in a 10ft cube must make a Dexterity Saving Throw. On a fail, targets take 3d6 Fire Damage and are caught on fire. On a success, targets take half damage and are not caught on fire. While on fire, targets take 1d6 Fire damage at the start of their turn until they use an action to extinguish the flames.

Stench Bomb

Weight: 1lb


Range: 60 feet


Duration: DM chooses duration based on wind speed

Creates a 20ft diameter sphere of stench. Creatures caught in the stench must succeed on a Constitution Saving Throw DC 15 or become poisoned (Disadvantage on ability checks and attack roles) until the creature(s) leave the cloud.

The duration of the stench depends of the wind speed and the DM's discretion. Generally, the cloud will last ten rounds with no wind, six rounds with light wind, four rounds with moderate wind, and one round with heavy wind.

Smoke Bomb

Weight: 1lb


Range: 60 feet


Duration: DM chooses duration based on wind speed

Creates a 20ft diameter sphere of smoke. Creatures in the smoke must succeed on a Dexterity Saving Throw DC 12 or lose sight of opponent(s) and are blinded. (Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage).

Creatures outside the smoke lose sight of those caught inside as well and treat it as a Lightly or Heavily Obscured area depending on the duration and wind. The duration of the smoke depends of the wind speed and the DM's discretion.

Generally, the smoke will last ten rounds with no wind, six rounds with light wind, four rounds with moderate wind, and one round with heavy wind.

Weapon Modifications

The majority of the listed firearms can have modifications applied to them to further enhance their abilities. The modifications can affect both the weapon's visuals and mechanics.

Depending on the type of game that you are running, the modifications might affect either the material cost of crafting the firearm or the cost of manufacturing the firearm / modification.

For certain modifications, the base cost of the firearm might affect the cost of the modification and will be listed to the appropriate modifications. The cost of a firearm with multiple modifications of these types does stack.

Improved Iron Sights

Iron sights with improved visibility. +1 to attack rolls.

Scope

A specially crafted glass scope ranging in length. When viewing through the scope in combat, attack rolls made within far range do not have disadvantage, but attack rolls made within normal range have disadvantage.

A scope can also double as basic binoculars, granting advantage on Perception checks within the normal range of the weapon.

Rifled Barrel(s)

Excludes: Blunderbuss weapons and the Hand Cannon


Cost: 1/4 Base Weapon cost

Spiral grooved patterns on the inside of the barrel designed to spin the ball making it more accurate. +1 to attack rolls for all barrels.

Extended Barrel

Extends the barrel of the firearm, adding an extra 10ft of range to the firearm. For area focused firearms, the area of effect is decreased by 5ft.

Detachable Cylinder

Only Includes: Pepper-Box and Pepper-Box Rifle

Modified Pepper Box with a detachable cylinder, which allows the shooter to reload much faster. Takes one action to reload all barrels rather than one action per barrel.

Breechlock Mechanism

Excludes: Light Firearms, Volley Gun, Pepper-Box Rifle


Cost: 2x Base Weapon cost

Replaces the muzzleloading mechanism with a cartridge mechanism. Rather than shooting a lead ball or an equivalent ammunition, the firearm must shoot pre-packed carttidges. Loaded cartridges can be loaded into the breech of the firearm, reducing the reload speed for each barrel by one action.

Bronze Firearms

Cost: 3x Base Weapon cost

Firearms with a bronze cast barrel instead of an iron cast barrel. Misfire Score decreases by one to a maximum of one

Conclusion

And there it is! My own version of a flintlock orientated firearm system. I hope that you enjoyed reading it as much as I did creating it! If you liked what you read, are thinking of using it in your own game, or want to give me feedback to improve this system then let me know! I'd love the support and feedback.

Now go ahead, trudge through the thick black gunpowder smoke, ram your shot, cock the hammer, prime your gunpowder, aim...

...fire!

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.